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Edited a bit after going 3-1 in recent event. It's surprisingly consistent. The problem is getting to 6 mana with enough life to stop aggro. My one loss was from Atarka red. Cause the miracle pump into temur battle rage is so intuitive... /sarcasm.

The 2-4-6 mana mechanic works well. 8 2 drop mana chumps make it an easy card to get in starting hand, and 5 4 drops for mana ramp to 6 allows you to start dropping bombs.

Savage knuckleblade makes See the Unwritten ridiculously powerful, and the one Jace is there because you can basically get a free See the Unwritten cast again next turn if you can get him. [Or as the case was, I had a Temur Ascendancy out and got him and a Savage Ventmaw out allowing me to cast it again that turn after combat.]

The mana fetching took some getting used to. The fetches aren't exactly perfect in order and if you get a fetch land after a See the Unwritten it can be useless as there isn't much play room. I added a couple more tango lands to compensate, but could still be a problem and made getting 2 basics a little harder.

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This deck does not appear to be legal in Standard (Season from Sep 2021).

Problems: Not legal in this format: Bloodstained Mire, Canopy Vista, Cinder Glade, Flooded Strand, Haven of the Spirit Dragon, Polluted Delta, Prairie Stream, Smoldering Marsh, Sunken Hollow, Windswept Heath, Wooded Foothills, Frontier Siege, Kiora, Master of the Depths, Sarkhan Unbroken, See the Unwritten, Temur Ascendancy, Atarka, World Render, Beastcaller Savant, Dragonlord Atarka, Dragonlord Dromoka, Dragonlord Kolaghan, Dragonmaster Outcast, Jace, Vryn's Prodigy // Jace, Telepath Unbound, Nissa, Vastwood Seer // Nissa, Sage Animist, Rattleclaw Mystic, Savage Knuckleblade, Savage Ventmaw, Surrak Dragonclaw.

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» Revision 2 January 10, 2016 kurufal
Revision 1 January 9, 2016 kurufal
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